CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on ElkBuffBars v2 (finally Ace3 version)
    Quote from Loky »

    Hi there.
    I tried to find an answer on the forums boot i couldnt. SO, i guess is better to ask this in the official topic of this great mod.

    Everything works fine, buffs and tech as a warlock, but debuffs have some strange behavior. Even if i set the bar to be RED not all the debufs are red (see silence effect from SSC trash mobs). Some are red and some, even if they are still in Debuffs group, are blue...

    Any idea how can i fix this?

    Thanks in advance.

    Group Settings > Group X > Bar Layout > Bar > (uncheck) Debuff Coloring

    If that doesn't work, it sounds like a bug in the mod causing certain magic debuffs to always show in debuff coloring.
    Posted in: General AddOns
  • 0

    posted a message on ElkBuffBars v2 (finally Ace3 version)
    I love how flexible different groups are with this mod, and that it can create groups for player, target, and focus. I have two cosmetic requests, however.

    1. Eliminate group spacing between groups when no buffs are displayed in a given group. (For example, if I have a group called "Auras" at the top, "Magic Buffs" below that, both with group spacing set to 5, if I have no auras, there is still a blank space of 5 above the magic buffs.)

    2. Add a configurable backdrop and border to the entire frame encompassing docked groups. (If the docked groups are not both contained in one frame, perhpas simply a backdrop and border for each group.)

    Thanks for considering these requests! This is my favorite buff mod ever!
    Posted in: General AddOns
  • 0

    posted a message on PitBull - official topic
    Quote from Deccard »

    Could you add an option to the CombatFader that let's my frames stay "in combat" if their health is not full?

    Or as an alternative, combine the range check and combat fader so they are not constantly competing with each other, and simply add a list of conditions NOT to fade: In-range, In-combat, NotMaxHP. Obviously the user would have to choose his conditions carefully in order to still receive meaningful feedback from the fading. However, it would simply things greatly if all these options were in one place.
    Posted in: Unit Frames
  • 0

    posted a message on Clarification: PitBull Spark module shows energy spark while stealthed
    You're absolutely right. I thought it had just stopped working today when I logged in. Would a moderator please delete this thread?
    Posted in: Unit Frames
  • 0

    posted a message on New PitBull module request: Class Icon
    While I can use the portrait bar to display a class icon, it's not very useful that way unless it's on the left or right side, in which case it's huge and takes up a lot of screen real estate.

    I'd like to request a module that adds an icon for class, similar to the many other icon options available.

    Update: I've never done anything in LUA before, but I've managed to create a bastardized version between the Portrait module and the RaidTargetIcon module. I've actually got class icons to appear on frames now, but I'm running into some difficulties registering any options with PitBull except "Enable" so I'm not able to position or size the icons yet, other than a default position and size I specify. Also, they don't update when the unit in a frame changes (for example, when switching targets), only if the frame is cleared and recreated.

    I'll pursue this further in the developers' forum.

    Update again: It looks like several important features related to icons are hardcoded into the base PitBull and MetaLayout code itself. Adding new kinds of icons is not as simple as creating a new addon and registering it with PitBull. Since I'm not experienced in using the SVN, I don't want to potentially destroy PitBull for everyone by making changes.

    I'll just restate my request to have the author add an icon module for class icons. Thanks! :)
    Posted in: Unit Frames
  • 0

    posted a message on Clarification: PitBull Spark module shows energy spark while stealthed
    I can understand not showing the spark when a rogue or druid is unstealthed and at full energy. However, many stealthers attempt to time their opening moves to land right before an energy tick occurs.

    Having options to have the spark always visible, visible when stealthed, or visible when not full would be very helpful.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull - official topic
    I'd like to request a feature: colored backgrounds for Blank bars.

    I love being able to color health/power bars by class color/class color for pvp enemies/reaction/reaction for NPCs. What I'd love even more is if I could color the Blank bar that way. That way, even if a target is low on health, I still have a big visual indicator of its class or reaction to me.

    Thanks for considering this request!
    Posted in: Unit Frames
  • 0

    posted a message on Event Messages
    Thanks! I had reported the same issue in the Libs forum and had tried updating again, but my cached index file was still too new, so my WAU client wasn't aware of the new revision yet.
    Posted in: General AddOns
  • 0

    posted a message on [BUG] Event names to chat frame 2 in Ace2 or Babble-2.2
    I used WAU to update this afternoon, and now all event names are displaying in my second chat frame. (I normally use that chat frame for guild, party, and raid chat display.)

    The only mods that auto-updated were libraries. Did the author of one of these libraries leave some debug code in that was printing event names to the second chat frame?

    Unfortunately, I cannot individually disable these libraries without losing all functionality of every mod I use, so I'm unable to determine which of the updated libraries may be causing this.

    Ace2 - Changes from 44693 to 44816
    Babble-2.2 - Changes from 44730 to 44796

    Thanks for helping to investigate this!

    Edit: I indicated earlier that DewdropLib might be to blame, but I was able to "disable" it by completely removing its folder from Interface\Addons. (Even though I had disabled it in the Addons configuration screen after login, other addons were still loading it until I removed it completely.)
    Posted in: Libraries
  • 0

    posted a message on Incubator - Trash respawn timers
    Quote from shieldb »

    The latest rev at this point now saves timers through reloads and relogs (restarting your machine will dump all the timers, because the function that the timers are based on returns seconds since you booted up). I broke a couple things in the process though, like being able to click on bars or do a clearall. I'll work on it more tonight but people will probably want to stick with r40871 for the time being.

    Just out of curiosity, is it not possible to base these timers off of the server time? I.e., GetGameTime(). Of course, this would be accurate only to within one minute. However, if a raid is that close to mobs respawning after a wipe, chances are they will wait 5 minutes or so for mobs to respawn in an orderly fashion and begin clearing again.
    Posted in: Raid AddOns
  • 0

    posted a message on pitbull how to move target debuffs/bufs around appearing far right of frame atm
    I'm assuming you're using the default layout and are seeing this behavior on the target frame. From the PitBull icon (or FuBar menu) choose:

    Target > Other > Auras > Side

    and change it to bottom, top, or wherever else you'd like the buffs to appear.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull - official topic
    I'm a recent convert from X-Perl and I've just started using PitBull. So far I love the unit frames! I'm amazed at all the flexibility, yet there are a few helpful things I'd love to see added in a future revision, if possible.

    Feature Request: Set font scale for cast bar text.

    I have yet to discover a way to change the size of the text in the cast bar. The only way I've found to make it smaller is to change the global font size to be smaller, then scale UP every other text element.

    Feature Request: Use OmniCC compatible cooldown for Auras.
    I'm still hooked on OmniCC, and loved the fact that it worked seamlessly with buff/debuff icons in X-Perl. I haven't fully investigated yet whether this was a feature added to X-Perl, a feature added to OmniCC, or perhaps that they both just used the new Blizzard API.

    Feature Request: Align a unit frame (or group of frames, e.g., raid, party, targets) to another unit frame.

    Sample menu hierarchy:

    Align>TopPlayer
    BottomTarget
    Left>Party
    RightFocus
    etc...

    Step 1: Choose Align.
    Step 2: Choose the anchor point you wish to align.
    Step 3: Choose the unit frame or frame group you wish to align the corresponding anchor to.

    For example, in the Target frame's menu, choose Align > Top > Player to make sure the top of the Target frame is aligned with the top of the Player frame. (I.e., set both frames' anchor point to TopLeft and set the target frame's y coordinate equal to the y coordinate of the player frame.)

    Posted in: Unit Frames
  • 0

    posted a message on Battlegrounds problem in latest Cartographer?
    I can confirm that sometime after version 2.1.0 r36223, the icons for battleground and world PvP points of interest no longer appear on the map.
    Posted in: Map/Minimap AddOns
  • To post a comment, please or register a new account.